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https://github.com/YGGverse/hlsdk-portable.git
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Override HandleAnimEvent function instead of BarneyFirePistol to avoid fields offsets changing.
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@ -32,7 +32,7 @@ public:
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void Precache( void );
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void Precache( void );
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void SetYawSpeed( void );
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void SetYawSpeed( void );
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int ISoundMask( void );
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int ISoundMask( void );
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virtual void BarneyFirePistol( void );
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void BarneyFirePistol( void );
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void AlertSound( void );
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void AlertSound( void );
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int Classify( void );
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int Classify( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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@ -32,18 +32,19 @@
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//=========================================================
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//=========================================================
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// Monster's Anim Events Go Here
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// Monster's Anim Events Go Here
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//=========================================================
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//=========================================================
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// first flag is barney dying for scripted sequences?
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// first flag is roy dying for scripted sequences?
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#define ROY_AE_SHOOT ( 3 )
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class CRoy : public CBarney
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class CRoy : public CBarney
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{
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{
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public:
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public:
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void Spawn( void );
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void Spawn( void );
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void Precache( void );
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void Precache( void );
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void BarneyFirePistol( void );
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void RoyFirePistol( void );
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void AlertSound( void );
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void AlertSound( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
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void DeclineFollowing( void );
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void DeclineFollowing( void );
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// Override these to set behavior
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// Override these to set behavior
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@ -75,7 +76,7 @@ void CRoy::AlertSound( void )
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// BarneyFirePistol - shoots one round from the pistol at
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// BarneyFirePistol - shoots one round from the pistol at
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// the enemy barney is facing.
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// the enemy barney is facing.
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//=========================================================
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//=========================================================
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void CRoy::BarneyFirePistol( void )
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void CRoy::RoyFirePistol( void )
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{
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{
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Vector vecShootOrigin;
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Vector vecShootOrigin;
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@ -104,6 +105,24 @@ void CRoy::BarneyFirePistol( void )
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m_cAmmoLoaded--;// take away a bullet!
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m_cAmmoLoaded--;// take away a bullet!
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}
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//
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// Returns number of events handled, 0 if none.
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//=========================================================
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void CRoy::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case ROY_AE_SHOOT:
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RoyFirePistol();
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break;
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default:
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CBarney::HandleAnimEvent( pEvent );
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}
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}
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//=========================================================
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//=========================================================
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// Spawn
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// Spawn
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//=========================================================
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//=========================================================
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